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Elements from DA:O that hopefully won't be in DA II


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#1
paulsmyname

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From the little we know of DA II, it seems like they are going to futher develop some good themes from DA: O. There are, however, certain elements from DA: O I hope they don't take on board. They have to do with issues that ruined the make-believe.

For some reason, my rogue refused to cooperate with me when I wanted to leave an area stealthed while there were enemies there. He didn't mind running for miles through all kinds of doors and mud and blood. Except, of course, if that door happened to take me up the stairs or outdoors. A rogues's gotta have his standards, I guess.

Another one which made pefect nonsense was a random encounter where you start in the middle of somewhere, surrounded by wolves. Fine, I don't mind being ambushed and outwitted by wolves. What I do mind is that the wolves have surrounded me with traps (yes, the kind of traps used to capture wolves), and that they all were carrying lyirum potions. I don't know where the story is going with lyrium-infused, magic wielding, trap-setting wolves, but there must be a very dark and sinister conspiracy going on somewhere.

These are just two examples of moments it was hard to be immersed in the story. I wish RPGs could be slightly more realistic, in the sense of internally constistent. Are there are any such quasi-technical elements that destroyed the make-believe for you in DA:O and that you think should be removed?

#2
Guest_Puddi III_*

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I found the encounters with the 20 million Denerim guardsmen to be a little stupid. Yeah, I'll just stride toward this huge group of guardmen all brandishing crossbows at me, and I certainly won't retreat back through the door behind me or anything.

#3
Guest_mochen_*

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I thought the traps were set by local hunters to catch the wolves? Wasn't there a signpost in that area explaining it...

#4
Monstruo696

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mochen wrote...

I thought the traps were set by local hunters to catch the wolves? Wasn't there a signpost in that area explaining it...


Yes there was.

#5
LadyAly

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yep exactly mochen - there are signposts.

#6
Guest_Puddi III_*

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Yeah, I think that area was supposed to be a bit comical. It was an epic fail on the part of whoever set those traps, much to your party's dismay. Still, the rate at which you can get ambushed like that regardless of your survival skills is a bit funky.

#7
BLunted

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I hope the bug element from Origins is not in DA2...

#8
CID-78

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cutscenes that force you in a position that is tactically insane. over and over again.



the fact that party members in the camp doesn't actually do anything usefull. (So why in the heck would you leave them behind.) send them on errants,guard prisoners of war , whatever.



have abilities that you can't resist/avoid. (shattershot) which doesn't even make sense by the way.

you hit a target and it split into multiple homeing missiles. that allways stun the target.

#9
gotthammer

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I hope the 'map travel' system gets replaced.

I'd prefer something like that from Fallout 1/2 or Arcanum: travel relatively freely across the world map, but have random encounters (which can be avoided depending on survival skill or something) and hidden locations. IMHO, that travel system helped make the wastes feel a bit more epic (more so, IMHO, than Fallout 3's 'free roam')


BLunted wrote...

I hope the bug element from Origins is not in DA2...


[smilie]http://social.bioware.com/images/forum/emoticons/lol.png[/smilie] 
Yeah. DA:O now feels less stable than it was on release...I really hope they fix/optimize it before DA2 comes out. [smilie]http://social.bioware.com/images/forum/emoticons/whistling.png[/smilie]

Modifié par gotthammer, 26 juillet 2010 - 07:34 .


#10
paulsmyname

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Haha, that's a good example, CID-78.

I loved it when I was sneaking around thinking "I am so clever, I am going to surprise everyone". And then, "oh, no. I'd rather go out of my shadows, walk slowly up to you and have you insult me before you whoop my arse."

Modifié par paulsmyname, 26 juillet 2010 - 08:02 .


#11
elearon1

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The thing about transitions while stealthed needs to be fixed. If I'm sneaking my way through an area with my rogue it means I am trying to avoid combat, not be forced into it; I am *using my skills* in a way that doesn't directly involve attacking people. It got to the point where I'd just use the "kill hostiles" command to clear an area of creatures so I could use the door while sneaking.


#12
Rubbish Hero

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gotthammer wrote...

I hope the 'map travel' system gets replaced.


Or just a better map.
Map not seem to use mutiple resolution, like tiny post-card take up 1/;6 of screen on pc.

#13
Burdokva

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paulsmyname wrote...

 I don't know where the story is going with lyrium-infused, magic wielding, trap-setting wolves, but there must be a very dark and sinister conspiracy going on somewhere.


You do understand that this actually sounds like a great fantasy plot? ^_^

#14
soteria

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The problem with stealth is that it was clearly only intended to be used in and for combat, but many of us players had a concept of a character that wanted to be sneaky sometimes (like for the thieving quests). It didn't make sense to be forced to slaughter all the guards when you really just wanted to avoid them. I agree that stealth in general was exceedingly frustrating and should be looked at.

Another feature: the difficulties in general. Some players felt like normal was too hard. Others felt like nightmare was too easy. Obviously something needs to be done about the skill level of certain players.

#15
Behindyounow

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Random encounters that are just combat, need to die.

#16
HK01

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I'm going to go into rage-mode and probably break my computer if they put in-game advertising for DLC back in DA2.

#17
Gerudan

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Endless boring fights in deep roads...

#18
Gaxhung

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Yeah the traps are for wolves, but no wolves ever triggers them.

#19
elearon1

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In table top rpgs - at least the good ones - it is typically understood that every fight should add something to the story, even if what it adds is a sense that "this area is dangerous". Thus I would like to see fights that mean more. I loved the Dwarven portion of the game, and thought the Deep Roads had some great story material, but the endless slog fest to get through them made the experience tedious. I think one good fight shortly after you entered, then the chance to skirt other fights if you were careful would have worked just as well for creating mood - though it would have reduced playtime by a few hours.



Point being, if a fight doesn't *need* to be there, then it really shouldn't.


#20
Murder Knife

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Spell effects need to be turned off during cutscenes. It's quite jarring to see my characters have a chat when they're burning,

#21
trying_touch

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i like wolves having lyrium potions... especially when playing a mage...



but i do agree that pointless fighting is a bit silly... but we all gots to level up...



i think the gift giving element was a bit silly, too... if i give em random gifts, i think some of em should reciprocate... on the same note, if i find a "special gift" (like alistair's amulet) and the character it's for is with me, then they should immediately react...



the dig was cute, but it was never strategic for him to be in the party... i think they should have a separate slot for him, if they are going to have another dog...

#22
Aratham Darksight

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Ekas wrote...

Spell effects need to be turned off during cutscenes. It's quite jarring to see my characters have a chat when they're burning,

Already done.

On spell effects carrying over to cutscenes:
I personally argued against that a lot. There are various game reasons why [we did that]. It would be cumbersome to cast all of those spells again. But I think it really takes you out of the moment when you’re standing there, talking to a guy and he’s wrapped in glowing red plastic and there are flames shooting out of him and rocks falling on top of him. I absolutely agree that that needs to not happen.



#23
soteria

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There's a downside to having spell effects disappear during cutscenes. That means the already-dumb "ambushed by conversation" scenarios will be even dumber. Had blood magic, rock armor, miasma, and combat magic active to prep for an ambush? Hah! Now all your characters are tightly bunched and your sustains have been deactivated.

#24
Rzepik2

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Old spells (& abilities) system.
Replace cooldown with the "spells per encounter". Add new spells.

Maybe this will fix strategic wannabe combat.

Modifié par Rzepik2, 26 juillet 2010 - 10:45 .


#25
Lord Gremlin

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Some auras turning off and pets disappearing when you move to next area - incredibly stupid. This must be fixed.



BTW since they already confirmed that spell effects won't be visible in conversations but won't turn off (like helmets in DAO) I'm glad already.